Feldsparc
Fathom Reach press kit
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Fact sheet
- Title
- Fathom Reach
- Developer and publisher
- Feldsparc, a one-person studio in Green Cove Springs, Florida
- Release
- Steam Early Access. The date is not set yet.
- Platforms
- Windows, macOS, and Linux on Steam. iOS and Android are planned.
- Genre
- Roguelike deckbuilder with asynchronous base raiding
- Players
- Single player, plus ranked raids against real players on their own time
- Languages
- English, French, German, Italian, Spanish, Portuguese (Brazil), Simplified Chinese, Japanese, Korean, Russian, Polish, Turkish
- Engine
- Godot
- Press contact
- feldsparc@pm.me
Description
One line
Raid an enemy base with a deck of cards. Then build the base other players have to raid.
Short
Fathom Reach is a deep-sea deckbuilder. You take a deck into an enemy base. You fight through it one chamber at a time. Break the Pressure-Heart at the bottom before the water breaks your hull. What you carry out pays for a better deck. It also pays for the base other divers have to get through.
Long
Fathom Reach is a roguelike deckbuilder. The dive has a way back up. Each run raids an enemy base, one chamber at a time. Every defense tells you what it will do next turn. You spend energy, play cards, and read the board. A good turn chains into more than it should. At each waypoint you choose where the dive goes next. The options are real trades, not a spread of identical rooms.
The pressure is the clock. Every leg deeper costs hull. The loot is only yours once you surface. Leaving early with a full hold is a real play. So is pushing one leg too far.
Between dives the loot goes two ways. It builds your deck from 220 cards across four factions. Each faction has its own read on taking a chamber. It also builds your base. Other players raid it on their own time. Somewhere, a raider is stuck in a chamber you laid out.
There is a card game inside the card game. The Drowned Ace is a trick-taking descent, played at the bar. Three crews sit down, each with its own rules. Clear a table, then take a house rule to a harder one.
Logos and art
The wordmark sits on a plate with its own edge. It holds on a dark ground without an outline. Please do not recolor or stretch it.
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Fathom Reach logo
PNG with transparency, 1600 wide
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Fathom Reach key art
JPEG, 1920 by 1080
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Feldsparc lockup
PNG on the studio ground, 2000 wide
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Feldsparc mark
PNG, 512 by 512
How the game is made
Every actor in Fathom Reach is drawn in code rather than painted. Buildings, units, bosses, and card portraits are all geometry. One set of art rules builds them. That is why the game reads the same at any size. Every screenshot is a render of the running game.
Fathom Reach generates nothing with AI while you play. No player input reaches an AI service. In development, AI tools help with code and drafting. They also draft concept references for buildings, units, and card portraits. Those references stay in the repository and never ship. Each shipping actor is then built by hand, as code-drawn geometry. The audio is rendered from authored synthesis tools. The in-game credits list every asset and its license. The store disclosures say the same.
A note on the ranked ladder
Bases you raid in solo play are generated. They never appear as other players or on a ladder. They never move your rating. Ranked play matches you with real people. When nobody is in range, the game says so. It does not fill the slot with a bot.